Hands On: Settling The Score In Super Smash Bros. Ultimate
There are certain games you can count on making an appearance on every Nintendo console: Mario, The Legend of Zelda, and more recently, Super Smash Bros. Since the N64 days, Smash has been one of Nintendo’s major tentpole franchises drawing millions of new fans into Nintendo’s orbit, so the company’s announcement of a new Smash for the Switch came as no surprise.
During E3 in Los Angeles, Nintendo finally lifted the veil on the latest entry in the series, Super Smash Bros. Ultimate, to the delight of fighter fans worldwide. We had the opportunity to spend some time fighting among ourselves in the E3 version of the brawler, and we came away quite impressed. Ultimate feels both familiar and new, and this is due in no small part to its impressive roster. If you’ve played any of the previous Smash titles, you’ll find a character you like. Nintendo has included every character from previous entries, landing an impressive 65 character count, assuming there are no other reveals between now and its 7th December release date.
Ultimate’s E3 demo didn’t feature the full roster, but the selection was varied nonetheless. We had a chance to try out two of the latest newcomers: Splatoon‘s Inkling and Metroid‘s Ridley. Twenty-eight returning fighters rounded out the demo roster to an even 30. Mechanically, Smash feels somewhat more forgiving than previous iterations. We were able to pull off dodges and play on the edge of the arena much easier than we had been in the past, likely thanks to some of the mechanical tweaks that have been made.
Nintendo were quick to note that thousands of changes have been made under the hood to balance Ultimate, and some of them were readily apparent, and in our opinion, quite welcome. In particular, the mid-air dodge’s increased movement is useful in returning from the edge of the stage, especially when combined with each character’s Up + B move.
The addition of penalties for repeatedly dashing felt welcome to us, as it eventually forces your opponent to stand and fight, or risk getting knocked out. Beyond that, the only other major change we could identify, and that was shown during the direct, was the perfect shield. The perfect shield mechanic is similar to Street Fighter III‘s parry system. If you release the shield button with the perfect timing, your character will deflect the attack, setting up an opportunity for a counter. We have a feeling that Smash pros will employ this to great effect.
During our demo, we had a chance to try out a handful of new and returning stages. The favourite among the Nintendo Life team at E3 was easily Breath of the Wild‘s Great Plateau. The stage takes place atop the sole tower on the plateau, crowding all four combatants onto a small-ish platform. The roof of the tower can be shattered by repeatedly smashing your foes into it, thus opening up the stage to reveal a beautiful view of Hyrule in the distance. Splatoon‘s Moray Towers also made the jump to Smash and it’s as beautiful as it is fun to play.
The stage plays with verticality in a way that most Smash stages don’t, with zig-zagging staircases taking you up and through. When we played on the stage, we found ourselves dropping and jumping to chase rather than dashing and running. It was also a treat to find stages like Saffron City, which hasn’t been seen since the original N64 title. Nintendo has put a great deal of care into updating these stages, and the work they put in shows.
Super Smash Bros. Ultimate isn’t a simple port or update, it’s an entirely new game. The visuals are new and fresh and the art style is different, albeit subtly. Each character has been reworked, making them feel familiar, but new and the new characters feel like perfect additions to an already packed roster. We can’t wait to see more, and we’ll have much more on Smash throughout the rest of E3. Stay tuned!
Super Smash Bros. Ultimate is out on the Nintendo Switch on 7th December.
* Eul’s Scepter of Divinity: Bonus movement speed reduced from +40 to +30 * Moon Shard: Night vision increased from 300/150 (base/consumed) to 400/200 * Refresher: Recipe cost reduced from 1800 to 1700 * Talisman of Evasion: Evasion reduced from 20% to 15% * Talisman of Evasion: Cost reduced from 1450 to 1400 * Solar Crest: Base evasion reduced from 20% to 15% (active application is still 20%)
* Abaddon: Level 10 Talent increased from +20% XP to +25% * Abaddon: Level 15 Talent increased from +60 Mist Coil Heal/Damage to +75 * Abaddon: Level 15 Talent increased from +6 Armor to +8
* Alchemist: Chemical Rage now applies a basic dispel on cast
* Ancient Apparition: Level 10 Talent increased from +60 Gold/Min to +90
* Anti-Mage: Base damage increased by 2
* Bane: Base damage reduced by 2 * Bane: Brain Sap manacost increased from 70/100/130/160 to 90/115/140/165
* Beastmaster: Base armor reduced by 2
* Bristleback: Viscous Nasal Goo now has a -2 base armor reduction
* Clinkz: Base armor increased by 1 * Clinkz: Strafe dodge now works against non-player units * Clinkz: Strafe attack speed increased from 80/140/200/260 to 110/160/210/260
* Clockwerk: Base damage reduced by 4
* Crystal Maiden: Crystal Nova cooldown reduced from 12/11/10/9 to 11/10/9/8 * Crystal Maiden: Level 15 Talent increased from +120 Gold/Min to +150
* Dark Willow: Bramble Maze cooldown reduced from 40/35/30/25 to 34/31/28/25 * Dark Willow: Level 10 Talent increased from +20 Damage to +30
* Death Prophet: Exorcism spirit spawn interval increased from 0.3 to 0.35
* Disruptor: Thunder Strike cooldown increased from 15/13/11/9 to 18/15/12/9
* Earthshaker: Echo Slam now has 100 Initial Damage
* Enchantress: Nature’s Attendants cooldown reduced from 45 to 35 * Enchantress: Enchant slow rescaled from 3/4/5/6 to 3.75/4.5/5.25/6
* Enigma: Demonic Conversion manacost reduced from 170 to 140/150/160/170 * Enigma: Demonic Conversion Eidolon HP regen increased from 0.25 to 4
* Gyrocopter: Level 15 Talent changed from +3 Flak Cannon Attacks to +0.5s Homing Missile Stun Duration * Gyrocopter: Level 20 Talent reduced from +45 Movement Speed to +40
* Huskar: Level 25 Talent changed from 0 Inner Vitality Cooldown to Burning Spears Pure and Pierces Immunity * Huskar: Level 25 Talent increased from +125 Attack Range to +150
* Invoker: Catacylsm max spread distance reduced from 220 to 200
* Io: Spirits damage reduced from 25/50/75/100 to 20/40/60/80 * Io: Tether movement speed reduced from 7/10/13/16 to 5/8/11/14% * Io: Level 10 Talent reduced from +60 Damage to +45 * Io: Level 20 Talent reduced from +20 Health Regen to +15
* Juggernaut: Base armor increased by 1
* Keeper of the Light: Chakra Magic no longer has a 25/35/45/55 manacost
* Leshrac: Lightning Storm cast range reduced from 650/700/750/800 to 650
* Lich: Frost Blast attack slow increased from -20 to -30 * Lich: Frost Blast cooldown reduced from 8 to 7 * Lich: Level 10 Talent increased from +175 Health to +200
* Lycan: Feral Impulse damage reduced from 15/26/37/48% to 12/24/36/48%
* Magnus: Base strength increased by 1 * Magnus: Skewer slow increased from 2.5/2.75/3/3.25 to 3.25 * Magnus: Shockwave damage increased from 75/150/225/300 to 90/160/230/300
* Meepo: Base armor increased by 2
* Mirana: Level 25 Talent reduced from -80s Moonlight Shadow Cooldown to -75s
* Naga Siren: Song of the Siren manacost increased from 100/150/200 to 150/175/200
* Necrophos: Level 15 Talent increased from +16% Ghost Shroud Slow to +20% * Necrophos: Level 25 Talent increased from -1.5s Death Pulse Cooldown to -2.5s * Necrophos: Level 25 Talent increased from +0.6 heartstopper Aura to +0.8
* Night Stalker: Crippling Fear cooldown increased from 12 to 24/20/16/12 * Night Stalker: Void cooldown increased from 8 to 11/10/9/8
* Oracle: Fortune’s End is no longer disjointable * Oracle: Level 15 Talent increased from +90 Gold/Min to +120
* Pangolier: Fixed Rolling Thunder having no effect on units like Primal Split Brewlings and Ancients neutrals (still doesn’t affect roshan)
* Phantom Assassin: Stifling Dagger slow rescaled from 1/2/3/4 seconds to 1.75/2.5/3.25/4 * Phantom Assassin: Level 20 Talent improved from Double Strike Stifling Dagger to Triple Strike Stifling Dagger
* Phoenix: Supernova stun duration from 1.5/2/2.5 to 2/2.5/3.0
* Puck: Waning Rift silence duration increased from 0.75/1.5/2.25/3 to 1.5/2/2.5/3
* Pudge: Level 10 Talent changed from +5 Armor to +30% XP * Pudge: Level 15 Talent changed from +75 Damage to +12% Rot Slow
* Riki: Base armor increased by 1 * Riki: Base damage increased by 4
* Sand King: Base damage reduced by 3 * Sand King: Caustic Finale slow reduced from 21/24/27/30% to 15/20/25/30%
* Shadow Shaman: Base intelligence increased by 2 * Shadow Shaman: Hex manacost reduced from 110/140/170/200 to 70/110/150/190 * Shadow Shaman: Level 15 Talent increased from -4s Hex Cooldown to -5s * Shadow Shaman: Level 25 Talent reduced from +60 Wards Attack Damage to +50
* Silencer: Arcane Curse penalty duration increased from 4 to 5 seconds
* Sniper: Assassinate cast range increased from 2000/2500/3000 to 3000 * Sniper: Level 10 Talent changed from +15% Cooldown Reduction to +25%
* Spectre: Level 15 Talent increased from -8s Spectral Dagger Cooldown to -10s
* Spirit Breaker: Greater Bash disable duration increased from 1/1.2/1.4/1.6 to 1.2/1.4/1.6/1.8 * Spirit Breaker: Nether Strike damage reduced from 150/250/350 to 150/200/250 * Spirit Breaker: Level 10 Talent increased from +400 Night Vision to +600
* Sven: Storm Hammer Manacost reduced from 140 to 110/120/130/140
* Terrorblade: Agility gain increased from 3.2 to 3.7
* Tiny: Base movement speed increased from 280 to 285 * Tiny: Tree Throw splash damage increased from 130% to 150% * Tiny: Grow Status Resistance increased from 20/30/40% to 30/40/50%
* Ursa: Overpower duration increased from 15 to 20 * Ursa: Level 20 Talent changed from +1s Enrage Duration to +1.5s
* Winter Wyvern: Base Intelligence increased by 2
* Wraith King: Mortal Strike skeletons now have 30% Magic Resistance * Wraith King: Level 15 Talent increased from +25 Skeletons Attack Damage to +35
* Zeus: Lightning Bolt manacost increased from 75/95/115/135 to 90/105/120/135
E3 2018: The Division 2 Enhances Its Core And Builds Its Long-Term Endgame
When you're looking at Tom Clancy's The Division in the broader sense, the game has shown considerable growth since its launch. After several expansions adding in new events and areas to explore, along with many updates tweaking the power grind and endgame content, Ubisoft's shared world action-RPG title slowly evolved into the game that many fans wanted when it was first released. And with The Division 2, the same developers at Massive Entertainment and Red Storm are looking to maintain that momentum with the series' next outing.
Set seven months after the initial outbreak of the Black Friday virus, The Division 2 will bring the online action-RPG to Washington D.C, which has also been decimated by mass panic, and opportunistic new factions looking to take advantage of the power vacuum. Unlike Manhattan's snow-covered wasteland from the original game, D.C. is far more lawless, made worse by an an immense heatwave driving more people to desperation. With the Division agency having gone silent, the remaining agents in the field have to reclaim control of the city. Prior to the official announcement at the Microsoft Press Conference, we got the play a short section of the game, while speaking with creative director Terry Spier about their continued sights on trying to keep things interesting for the long term.
When looking at the CG trailer, it's clear that the sense of scale, along with the stakes, have dialed up significantly. The Division 2, like its predecessor, will focus on building up your unique agent's resources as they acquire new weapons while taking on the multiple enemy factions that have taken hold of the city. Washington D.C., is about 20 percent bigger than Manhattan, which is almost a 1-to-1 recreation of the city. The developers wanted to offer a greater level of variety in the locations you'll explore, which includes more residential areas and the nearby forests outside the capital.
One of the bigger focuses on The Division 2 is the so-called "end-game first" philosophy. As the original Division gradually improved the end-game content--challenging missions that yield the game's best rewards--over the course of its two years, the developers wanted players to be aware of that part of the game right from the beginning, so they can stay invested in the game for the long term. According to the game's creative director, this philosophy--in giving players what they want--was one of the biggest lessons they took away from the original game.
"We approached everything with the end-game in mind, that way when players hit end game, there's plenty of stuff to do," said Spier. "Continuing to listen to the community, continuing to understand that we're making this game for the players is always important. Players will have an experience that could be befitting of what you would consider a shooter, but of course we're still an RPG. So in this case, we've worked hard to improve the visualization elements as well."
In our demo, we explored a district of Washington D.C. under siege by the True Sons, one of the new factions in The Division 2. After fighting off enemies in an abandoned mall, we headed over to the crash-site of Air Force One to respond to a signal, only to find True Sons soldiers taking up position. While using the familiar armaments and tactics, along with new skills like the flying gunner-drone that can hone-in on selected targets, we got to take advantage of some The Division 2's new innovations.
Using a squad of high-level characters, we had access to the Division 2's new end-game gameplay system known as Specializations. After completing the main campaign, you'll gain access to a set of elite weapons and skill-trees that alter the agent's abilities. These weapons include explosive-tipped crossbows, 50-caliber sniper rifles, and grenade launchers. What's interesting is that the developers want players to reach that end-game portion as fast as possible, as they'll be able to dive into the higher end content and get involved in the chase to get better gear.
As you're exploring the ruins of D.C, you'll help civilians and other key allies survive in the area. Returning players are all too familiar with this--with occasional NPC character asking for food and water in the previous game--but in the sequel, the civilians can offer the agents backup during fights. The civilians are also a part of a new system called Settlements, which the developers weren't able to share many details on. We do know that areas of Washington D.C. can be recaptured, allowing you to place civilians as they support them and keep watch for hostiles in the area.
While The Division 2 features an interesting new setting, which will likely hit even more close to home than before, and many of the gameplay systems and structural features looks far more refined--it all felt a bit too familiar in some regard. That's not totally a bad thing, as the original game offered a lot of fun and exciting moments with its tactical RPG shooter hybrid gameplay, but it does feel like they are playing it a bit safe for the most part. Still, it was exciting to see that they've kept that spring in their step they've had since The Division's life in post-launch.
The developers are still keeping a lot of details close to vest when it comes to the return of a revamped Dark Zone, and whether Battle Royale will have a place in the game's future. But they seem committed to supporting the game for the long-term, while also keeping players invested with free content updates for its first year. That's an exciting and positive outlook to have on an online game, and The Division 2 is looking like an exciting return to that familiar, but still fun and engaging grind.
You can read more about The Division and other news from Ubisoft's E3 press conference in our recap of all the announcements and most exciting games. For our full coverage of the big event, be sure to visit GameSpot's E3 2018 hub to follow along with all of the biggest news from the show.
Become the star of the 2018 MotoGP season. Pursue your career as a professional rider starting from the Red Bull MotoGP Rookies Cup up to the Premier class of the MotoGP.
In Unravel 2, you play as two Yarnys (tiny magical creatures made of yarn and joined by a thread) in a puzzle-platforming adventure. Run, jump, swing, and solve your way through a world of natural beauty and shadowy dangers, either on your own or with a friend in local co-op.
Posted by: xSicKxBot - 06-14-2018, 05:54 AM - Forum: Lounge
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E3 2018: The Biggest News From Tuesday (Including Nintendo Direct)
The last press conference of E3 2018 wrapped up Tuesday, and Nintendo did not disappoint. Along with a lot of big news from Nintendo Direct, including the official reveal of Super Smash Bros. Ultimate and the surprise announcement that battle royale shooter Fortnite would be available on Nintendo Switch immediately after the press conference, there were lots of updates on Tuesday about on top upcoming PS4, Xbox One, and PC games like Cyberpunk 2077 and Fallout 76.
If you missed something and want a recap, we've rounded up all of the biggest news from Tuesday below. You can also check out our recaps of all the news from every press conference by heading to our E3 hub for all of our coverage.
Posted by: xSicKxBot - 06-14-2018, 05:54 AM - Forum: Windows
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New: Use your computer and phone together in video meetings
Research into Computer-Supported Collaborative Work has explored problems of disengagement in video meetings and device conflict since the 1990s, but good solutions that could work at scale have been elusive. Microsoft Research Cambridge UK had been working on these issues when the 2015 Hackathon arose as an opportunity to highlight for the rest of the company that just a few simple and dynamic device combinations might provide users with the means to solve the issues themselves.
While we had explored some research prototypes in late 2014 and early 2015, for the Hackathon we decided to use a vision video with the goal of getting the attention of the Skype product group, because we knew that the idea would have the most impact as an infrastructural feature of an existing product rather than as a new stand-alone product. We called the video “Skype Unleashed” to connote breaking free of the traditional one person per endpoint model.
Turning the hackathon video into a working proof-of-concept
When we won the Business category, our prize was meeting with the sponsor of the Business category, then-COO Kevin Turner. We scrambled to build a proof-of-concept prototype, which at first we jokingly referred to as “Skype Skwid”, a deliberate misspelling of “squid”, because it was like a body that had lots of tentacles that could reach out to different other things. However, we realized that we needed an official project name, so we became “Project Wellington”. This was a related inside joke, because the largest squid in the world is the Colossal Squid, and the largest specimen in the world is in the Museum of New Zealand Te Papa Tongarewa… in Wellington, New Zealand.
So as Project Wellington we went to meet Kevin Turner, who also invited Gurdeep Singh Pall, then-CVP for Skype, in November 2015. Both immediately saw the relevance of the concepts and Gurdeep connected us to Brian MacDonald’s incubation project that would become Microsoft Teams.
Brian also understood right away that Companion Experiences could be an innovative market differentiator for meetings and a mobile driver for Teams. He championed the integration of our small Cambridge group with his Modern Meetings group as a loose v-team. The Modern Meetings group was exceptionally welcoming, graciously showing us the ropes of productization and taking on the formidable challenge of helping us socialize the need for changes at all levels of the product, from media stack, middle tier, and all clients. We, in turn, learned a lot about the cadence of production, scoping, aligning with the needs of multiple roadmaps, and the multitude of issues required to turn feature ideas into releasable code.Through 2016 and 2017 we worked on design iterations, usability testing, and middle tier and client code. We were thrilled when first glimpses of roving camera and proximity joining were shown at Build 2017, and then announced as officially rolling out at Enterprise Connect 2018.
The combined research and product team
We are very excited to see these features released. We are also excited to close the research loop by evaluating our thesis that dynamic device combinations will improve hybrid collaboration in video meetings, and doing research ‘in the wild’ at a scale unimaginable by most research projects. Microsoft is one of only a handful of institutions that can make research possible that will improve the productivity of millions of people daily. So as well as releasing product features, we are exceptionally proud of the model of collaboration itself. And, indeed, we are continuing to collaborate with Microsoft Teams even after these features are released, as we now have a tremendous relationship with a product group that understands how we work and values our help.
To come full circle, then, it was Satya Nadella’s emphasis on the Hackathon as a valuable use of company time, and The Garage’s organization of the event itself, that allowed ideas well outside a product group to be catapulted to the attention of people who could see its value and then provide a path to making it happen.
If you would like to find out more about this project, connect with Sean Rintel on LinkedIn or follow @seanrintel on twitter.
Very few non-server systems run software that could be called machine learning (ML) and artificial intelligence (AI). Yet, server-class “AI on the Edge” applications are coming to embedded devices, and Arm intends to fight with Intel and AMD over every last one of them.
Arm recently announced a new Cortex-A76 architecture that is claimed to boost the processing of AI and ML algorithms on edge computing devices by a factor of four. This does not include ML performance gains promised by the new Mali-G76 GPU. There’s also a Mali-V76 VPU designed for high-res video. The Cortex-A76 and two Mali designs are designed to “complement” Arm’s Project Trillium Machine Learning processors (see below).
Improved performance
The Cortex-A76 differs from the Cortex-A73 and Cortex-A75 IP designs in that it’s designed as much for laptops as for smartphones and high-end embedded devices. Cortex-A76 provides “35 percent more performance year-over-year,” compared to Cortex-A75, claims Arm. The IP, which is expected to arrive in products a year from now, is also said to provide 40 percent improved efficiency.
Like Cortex-A75, which is equivalent to the latest Kyro cores available on Qualcomm’s Snapdragon 845, the Cortex-A76 supports DynamIQ, Arm’s more flexible version of its Big.Little multi-core scheme. Unlike Cortex-A75, which was announced with a Cortex-A55 companion chip, Arm had no new DynamIQ companion for the Cortex-A76.
Cortex-A76 enhancements are said to include decoupled branch prediction and instruction fetch, as well as Arm’s first 4-wide decode core, which boosts the maximum instruction per cycle capability. There’s also higher integer and vector execution throughput, including support for dual-issue native 16B (128-bit) vector and floating-point units. Finally, the new full-cache memory hierarchy is “co-optimized for latency and bandwidth,” says Arm.
Unlike the latest high-end Cortex-A releases, Cortex-A76 represents “a brand new microarchitecture,” says Arm. This is confirmed by AnandTech’s usual deep-dive analysis. Cortex-A73 and -A75 debuted elements of the new “Artemis” architecture, but the Cortex-A76 is built from scratch with Artemis.
The Cortex-A76 should arrive on 7nm-fabricated TSMC products running at 3GHz, says AnandTech. The 4x improvements in ML workloads are primarily due to new optimizations in the ASIMD pipelines “and how dot products are handled,” says the story.
Meanwhile, The Register noted that Cortex-A76 is Arm’s first design that will exclusively run 64-bit kernel-level code. The cores will support 32-bit code, but only at non-privileged levels, says the story..
Mali-G76 GPU and Mali-G72 VPU
The new Mali-G76 GPU announced with Cortex-A76 targets gaming, VR, AR, and on-device ML. The Mali-G76 is said to provide 30 percent more efficiency and performance density and 1.5x improved performance for mobile gaming. The Bifrost architecture GPU also provides 2.7x ML performance improvements compared to the Mali-G72, which was announced last year with the Cortex-A75.
The Mali-V76 VPU supports UHD 8K viewing experiences. It’s aimed at 4×4 video walls, which are especially popular in China and is designed to support the 8K video coverage, which Japan is promising for the 2020 Olympics. 8K@60 streams require four times the bandwidth of 4K@60 streams. To achieve this, Arm added an extra AXI bus and doubled the line buffers throughout the video pipeline. The VPU also supports 8K@30 decode.
Project Trillium’s ML chip detailed
Arm previously revealed other details about the Machine Learning (ML) processor, also referred to as MLP. The ML chip will accelerate AI applications including machine translation and face recognition.
The new processor architecture is part of the Project Trillium initiative for AI, and follows Arm’s second-gen Object Detection (OD) Processor for optimizing visual processing and people/object detection. The ML design will initially debut as a co-processor in mobile phones by late 2019.
What Incredibles 2 Learned From The Marvel Cinematic Universe
When Pixar's The Incredibles hit theaters in 2004, it was very early in the superhero movie renaissance. Two Spider-Man movies had arrived in theaters, along with the first two X-Men films. However, the Marvel Cinematic Universe had yet to be born, and fans were still a year away from Batman Begins.
Now, in 2018, as Incredibles 2 prepares to arrive on the big screen, things are very different. This year alone, we will see Aquaman, Teen Titans Go: To The Movies, and five different films based on Marvel properties in theaters. Given how common the genre has become, it was impossible for it to not have some sort of influence on the sequel that is 14 years in the making.
For Incredibles 2 director Brad Bird, though, the lessons he has taken away from the world of superhero films is what to avoid when making the further adventures of his super-powered family. "I started saying things like, 'No three-point landings. Do you know what I mean? No, no,'" he jokingly tells GameSpot of the generic superhero pose you'll see in just about any comic book movie.
Truthfully, though, the non-stop train that is the MCU--along with a plethora of DC Comics films--left Bird unsure of whether he could bring something new to the table. "When I got serious about making this, and I pitched something that the studio was ready to go with, it gave me doubts because I thought there's already too many superhero films, and in two years, people are going to be just sick of it," he admits.
However, that's when the writer-director looked back on what made the original film stand out in 2004. "What excited me about the idea in the first place was not the superhero part," Bird says. "It was the family part, and then using the superhero genre as a lemon wedge to squirt on this story that I cared about. Primarily, this is a story about a family that happened to have superpowers [more] than it is about superpowers."
That family aspect is the driving force of the Incredibles franchise--even more so in this second film. Like the first, there are two distinct stories to follow in the movie; however, this time it's Helen Parr, otherwise known as Elasti-girl, that gets to relive her superhero life. Meanwhile, Mr. Incredible has essentially hung up his spandex costume. What's left is Bob Parr, staying at home to take care of the kids, which he isn't too fond of at first.
For Craig T. Nelson, who voices the character, his first reaction to this turn in the story was similar. "I kind of had the same reaction he did, 'Why not me?'" the actor admits. However, once he saw the direction Bob was taking and his Incredibles 2 didn't become yet another standard superhero tale, his tune changed. "...It was perfect, really, because it was like, 'Okay, this is an area of his life. This is part of who he is, as a father, that he hasn't really had to deal with, hasn't been a part of that much. Okay. Yeah, and what happens?'"
That leaves him to do things like cook the meals, watch baby Jack-Jack, help with homework, and be there for his daughter as she prepares for her first date. "It explores and enriches his character to a degree that is so much fun to play," Nelson says. "There's a lot of stuff in Bob that comes out in this film that wasn't in the first one."
Say what you will about the Marvel Cinematic Universe, but chances are this isn't a side of Iron Man you're going to see play out in Avengers 4 or whatever comes next. In most superhero films, the primary story if the hero versus the villain. For both Incredibles movies, though, it's the Parr family versus the world.
Posted by: xSicKxBot - 06-13-2018, 11:10 PM - Forum: Windows
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6 Lenovo gaming PCs powered by Windows 10 announced this week at E3 2018
This week at E3, Lenovo announced six new gaming devices powered by Windows 10 that arrive with simple, built-in Mixerstreaming for low-latency, interactive moments for viewers and streamers to engage with other gamers, plus the latest in gaming technology from Intel and NVIDIA. With Xbox Play Anywhere, you can buy a game once and play it on both your Xbox One and any of these Windows 10 PCs.
Let’s take a closer look at these devices:
Lenovo Legion Y530 Laptop
Between 24.2mm to 25.2mm thin and 2.3 kg light, up to the latest generation Intel processors, NVIDIA GPUs, DDR4 memory and more, the Lenovo Legion Y530 Laptop is thermally optimized to run cooler and quieter while being perfectly balanced between performance and portability.
The 15″ FHD display with optional 144 Hz and 300 nits of brightness as well as a full-sized white backlit keyboard offering under 1ms input response time make the Lenovo Legion Y530 Laptop primed for gaming virtually anywhere life takes you.
Lenovo Legion Y730 Laptop
Weighing 2.9kg and between 21.95mm to 24.05mm thin, the larger 17-inch Lenovo Legion Y730 Laptop features the latest in gaming technology from Intel and NVIDIA wrapped in expertly crafted all-aluminum materials, plus more than 16 million color combinations and lighting effects visible from its CORSAIR iCUE RGB backlit keyboard for the ultimate customizable gaming experience.
It arrives in both a 17″ FHD display as well as a 15” FHD display option, with optional 144 Hz and 300 nits of brightness.
Lenovo Legion T530
Meet the Lenovo Legion T530, a 28-liter gaming tower redesigned from the ground up to deliver a bold new look that houses up to the latest Intel gaming processors, discrete graphics, DDR4 memory, PCIe SSD storage and dual-channel cooling, all with an external red system lighting.
In addition to up to 8th Generation Intel Core processors, up to NVIDIA GeForce GTX 1060 GPUs, up to 32GB DDR4 memory and up to PCIe SSD storage, the Lenovo Legion T530 was engineered to eliminate heat via its innovative dual-channel thermal system and features a tool-free upgrade system with an integrated top carry handle for convenient portability.
Lenovo Legion T730
This 28-liter desktop tower gives you both style and power thanks to a customizable internal and external RGB system lighting, a transparent side panel, optional Asetek liquid cooling, up to 8th Generation Intel Core processors, NVIDIA GeForce GPUs, CORSAIR VENGEANCE DDR4 memory, and more to completely immerse you in your favorite titles and overclock for the win.
Lenovo Legion C730
This 19-liter gaming PC has all the hardware you need for a breathtakingly immersive gaming experience. Up to the latest Intel processing, NVIDIA GPUs, and overclocked CORSAIR DDR4 memory, all housed in a chassis featuring a dual-channel thermal system with optional RGB system lighting and transparent top panel, come together to deliver a truly evolved design that looks amazing in virtually any room.
The Lenovo Legion C730 was engineered to eliminate heat via its dual-channel thermal system and the full internal RGB system lighting delivers more than 16.8 million color combinations and effects.
Lenovo Legion C530
The 19-liter Lenovo Legion C530 offers you tower-level gaming in a more portable design. It arrives with up to 8th Generation Intel Core processors, NVIDIA GeForce GPUs, DDR4 memory, up to PCIe SSD storage, and more. The C530 was designed for effortless upgrading of your system’s hardware via a one-press upgrade system and integrated top carry handle – all engineered to eliminate heat via its dual-channel thermal system.
Visit the Lenovo Newsroom to learn more about all the devices announced this week at E3!
E3 2018: Six Lenovo gaming PCs powered by Windows 10 announced this week